So your spellsword is closest to an arcane-casting paladin, with arcane magic rather than divine, and some magus stuff in place of divine powers. You gave them the sorcerer/wizard spell list, which is the most powerful list in the game. Interesting - I would have expected the magus list, honestly, and that's what I would have done. None of the other 4-level casters (rangers and paladins) use another class list, because it typically means that by the time you get the 4th level spells, they're pretty useless. Compare a typical 4th level paladin-exclusive spell to a 4th level cleric spell, and the paladin spell will usually win out.
It seems like you used a different spell list at one point, since you gave them the magus's Greater Spell Access power.
I probably wouldn't allow two-handed weapons to work with Weapon Somatics without spending a feat or something.
What's a spellsword's caster level? I don't see that anywhere. Paladins and rangers are level - 3, can we assume that here as well?
For bonus feats, just say they gain a bonus combat feat that they qualify for. That's getting to the same point and lets you skip all the "spellswords are not fighters" text.
Why the arcane pool stuff but no access to magus arcana? Pathfinder classes usually have lots of options for class abilities.
Spellsword Step should have some provision for equipment - 'teleport only himself' suggests he'll arrive naked, Terminator-style.
For the swordmage, I'd look into how bonuses work. You have a lot of text that's unnecessary. You might consider dropping the "bracers of armor" thing and instead give them the ability to buff their force armor with their arcane pool. I'd consider rephrasing to something like:
Swordmage Armor (Su): As a standard action, a swordmage can surround himself in armor made of magical force. This provides a +6 armor bonus to AC, but does not encumber him as normal armor might. This is a force effect. This ability ends when the swordmage loses consciousness, but can otherwise be maintained indefinitely.
Swordmage Block (Su): The swordmage has learned to use magical force to parry incoming attacks. While the swordmage has a free hand and the swordmage armor power is active, he gains a +2 shield bonus to AC. This is a force effect. The AC bonus granted by this ability improves by +1 at 4th level and every 4 levels after that, to a maximum of +7 at 20th level. Activating and deactivating this ability is a free action; it does not interfere with the swordmage's actions.